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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.220 by root, Sun Dec 28 16:35:32 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160} 161}
161 162
162void 163void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 164player::activate ()
177{ 165{
178 if (active) 166 if (active)
179 return; 167 return;
180 168
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
199 186
200 if (ob->map) 187 if (ob->map)
201 maplevel = ob->map->path; 188 maplevel = ob->map->path;
202 189
203 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 192 ob->map = 0;
205 party = 0; 193 party = 0;
206 194
207 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 196
210 players.erase (this); 197 players.erase (this);
211} 198}
212 199
213// connect the player with a specific client 200// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
215void 202void
216player::connect (client *ns) 203player::connect (client *ns)
217{ 204{
218 this->ns = ns; 205 this->ns = ns;
219 ns->pl = this; 206 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
224 211
225 ns->update_look = 0; 212 ns->update_look = 0;
226 ns->look_position = 0; 213 ns->look_position = 0;
227 214
228 clear_los (ob); 215 clear_los ();
229 216
230 ns->reset_stats (); 217 ns->reset_stats ();
231 218
232 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
235 222
236 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 224 link_skills ();
241 225
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 227
244 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
245 229
246 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
248 { 232 {
249 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
250 234
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 238 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 240 skin = tmp;
260 241
261 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
262 } 243 }
263 244
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 246
266 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
267 248
268 ob->update_stats (); 249 ob->update_stats ();
250
269 ns->floorbox_update (); 251 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
273 254
274 activate (); 255 activate ();
275 256
282} 263}
283 264
284void 265void
285player::disconnect () 266player::disconnect ()
286{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
287 if (ns) 274 if (ns)
288 { 275 {
289 if (active) 276 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 278
294 ns->reset_stats (); 281 ns->reset_stats ();
295 ns->pl = 0; 282 ns->pl = 0;
296 ns = 0; 283 ns = 0;
297 } 284 }
298 285
299 if (ob) 286 observe = ob;
300 ob->close_container (); //TODO: client-specific
301 287
302 deactivate (); 288 deactivate ();
303} 289}
304 290
305// the need for this function can be explained 291// the need for this function can be explained
306// by load_object not returning the object 292// by load_object not returning the object
307void 293void
308player::set_object (object *op) 294player::set_object (object *op)
309{ 295{
310 ob = op; 296 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
312 298
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
315 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
316} 337}
317 338
318player::player () 339player::player ()
319{ 340{
320 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
326 347
327 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
328 349
329 gen_sp_armour = 10; 350 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 351 bowtype = bow_normal;
332 petmode = pet_normal; 352 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 353 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
336 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
337} 359}
338 360
339void 361void
340player::do_destroy () 362player::do_destroy ()
341{ 363{
346 if (ob) 368 if (ob)
347 { 369 {
348 ob->destroy_inv (false); 370 ob->destroy_inv (false);
349 ob->destroy (); 371 ob->destroy ();
350 } 372 }
373
374 ob = observe = 0;
351} 375}
352 376
353player::~player () 377player::~player ()
354{ 378{
355 /* Clear item stack */ 379 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
383 */ 407 */
384archetype * 408archetype *
385get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
386{ 410{
387 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
388 418
389 for (;;) 419 for (;;)
390 { 420 {
391 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
392 at = first_archetype; 422 i = archetypes.begin ();
393 else 423 else if (*i == at)
394 at = at->next; 424 cleanup ("not a single player archetype found");
395 425
396 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
397 return at; 427 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 428 }
405} 429}
406 430
407object * 431object *
408get_nearest_player (object *mon) 432get_nearest_player (object *mon)
412 unsigned lastdist; 436 unsigned lastdist;
413 rv_vector rv; 437 rv_vector rv;
414 438
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 440 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 442 continue;
446 443
447 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
448 { 445 {
643 640
644 return firstdir; 641 return firstdir;
645} 642}
646 643
647void 644void
648give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
649{ 646{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 647 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 649
655 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
656 { 651 {
657 next = op->below; 652 next = op->below;
658 653
659 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 661 * by this player due to race restrictions
667 */ 662 */
668 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
669 { 664 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
671 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 672 {
676 op->destroy (); 673 op->destroy ();
677 continue; 674 continue;
678 } 675 }
679 } 676 }
702 if (op->nrof > 1) 699 if (op->nrof > 1)
703 op->nrof = 1; 700 op->nrof = 1;
704 } 701 }
705 702
706 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 705
711 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 708 * merged properly.
714 */ 709 */
715 if (need_identify (op)) 710 if (need_identify (op))
716 { 711 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 715 }
716
721 if (op->type == SPELL) 717 if (op->type == SPELL)
722 { 718 {
723 op->destroy (); 719 op->destroy ();
724 continue; 720 continue;
725 } 721 }
727 { 723 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 725 op->stats.exp = 0;
730 op->level = 1; 726 op->level = 1;
731 } 727 }
732 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
736 731
737 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
738 link_player_skills (pl); 733 pl->contr->link_skills ();
739} 734}
740 735
741void 736void
742get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
743{ 738{
774} 769}
775 770
776void 771void
777object::roll_stats () 772object::roll_stats ()
778{ 773{
779 int statsort [7]; 774 int statsort [NUM_STATS];
780 775
781 for (;;) 776 for (;;)
782 { 777 {
783 int sum = 0; 778 int sum = 0;
784 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
786 781
787 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
788 break; 783 break;
789 } 784 }
790 785
791 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 788
789 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 791
802 stats.exp = 0; 792 stats.exp = 0;
803 stats.ac = 0; 793 stats.ac = 0;
804 794
805 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
817} 807}
818 808
819void 809void
820object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
821{ 811{
822 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 813
814 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 816
834 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
836 stats.ac = 0; 819 stats.ac = 0;
837 820
856static void 839static void
857start_info (object *op) 840start_info (object *op)
858{ 841{
859 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
860 843
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 846}
866 847
867/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
872 */ 853 */
873void 854void
874player::chargen_race_done () 855player::chargen_race_done ()
875{ 856{
876 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
878 859
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 861 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
882 863
886 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
887 868
888 if (ob->msg) 869 if (ob->msg)
889 ob->msg = 0; 870 ob->msg = 0;
890 871
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 872 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 876 ob->update_stats ();
906 877
907 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
908 * is one for this race 879 * is one for this race
909 */ 880 */
910 if (*first_map_ext_path) 881 if (*first_map_ext_path)
911 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 883 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
927} 885}
928 886
929void 887void
939 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
940 898
941 ob->remove_statbonus (); 899 ob->remove_statbonus ();
942 ob->remove (); 900 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
945 ob->instantiate (); 903 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
948 ob->x = x; 906 ob->x = x;
949 ob->y = y; 907 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 911 ob->add_statbonus ();
954 } 912 }
955 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
956 914
957 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
973 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 933 return;
976 } 934 }
977 935
978 if (op->enemy == NULL) 936 if (!op->enemy)
979 { 937 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 940 return;
983 } 941 }
984 942
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 944 {
998 op->enemy = NULL; 945 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 947 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1004 951
1005 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1007 { 954 {
1008 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1009 956
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 958 return;
1012 } 959 }
1013 960
1014 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 963 op->enemy = NULL;
1017} 964}
1018 965
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 968 * stop.
1023 */ 969 */
1024int 970int
1025check_pick (object *op) 971check_pick (object *op)
1026{ 972{
1027 object *tmp, *next; 973 object *tmp, *next;
1028 int stop = 0; 974 int stop = 0;
1029 int wvratio; 975 int wvratio;
1030 char putstring[128];
1031 976
1032 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1034 return 1; 979 return 1;
1035 980
1036 next = op->below; 981 next = op->below;
1037 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1038 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 987 * destroyed */
1040 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1041 { 989 {
1042 tmp = next; 990 tmp = next;
1043 next = tmp->below; 991 next = tmp->below;
1044 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1045 if (op->destroyed ()) 999 if (op->destroyed ())
1046 return 0; 1000 return 0;
1047 1001
1048 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1049 continue; 1003 continue;
1050 1004
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1006 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1055 continue; 1010 continue;
1056 } 1011 }
1057 1012
1058 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1060 { 1075 {
1061 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1135 {
1063 case 0: 1136 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1137 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1138 }
1096 } 1139 }
1097 else 1140
1098 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1100 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && tmp->name != NULL)
1101 { 1227 {
1102 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1103 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1230 {
1219 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1220 continue; 1232 continue;
1221 } 1233 }
1222 } 1234 }
1223 1235
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1237 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1239 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue; 1241 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 } 1242 }
1327 } 1243 }
1244 }
1328 1245
1329 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1249 {
1333 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1334 continue; 1251 continue;
1335 } 1252 }
1336 1253
1337 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1255 * pickups */
1339 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1340 { 1264 {
1341 /* use value density to decide what else to grab */ 1265#if 0
1342 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1268 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1354 } 1270 }
1355 else 1271 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1275#endif
1276 CHK_PICK_PICKUP;
1360 continue; 1277 continue;
1361 }
1362 } 1278 }
1363 } /* the new pickup model */ 1279 } /* the new pickup model */
1364 } 1280 }
1365 1281
1366 return !stop; 1282 return !stop;
1372 * found object is returned. 1288 * found object is returned.
1373 */ 1289 */
1374object * 1290object *
1375find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1376{ 1292{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1383 return op; 1302 return arrow;
1303 }
1384 1304
1385 return tmp; 1305 return 0;
1386} 1306}
1387 1307
1388/* 1308/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1413 } 1333 }
1414 } 1334 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1335 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1336 {
1417 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1419 { 1339 {
1420 if (arrow->attacktype & AT_DEATH) 1340 if (arrow->attacktype & AT_DEATH)
1421 { 1341 {
1422 *better = 100; 1342 *better = 100;
1423 return arrow; 1343 return arrow;
1431 else 1351 else
1432 { 1352 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1354 {
1435 attacktype = 1 << attacknum; 1355 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1358 {
1439 tmp = arrow; 1359 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1361 }
1442 } 1362 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1364 {
1445 tmp = arrow; 1365 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1372 }
1453 } 1373 }
1454 } 1374 }
1455 } 1375 }
1376
1456 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1378 return find_arrow (op, type);
1458 1379
1459 *better = betterby; 1380 *better = betterby;
1460 return tmp; 1381 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1385 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1386 * op = the shooter
1466 * type = bow->race 1387 * type = bow->race
1467 * dir = fire direction 1388 * dir = fire direction
1468 */ 1389 */
1469
1470object * 1390object *
1471pick_arrow_target (object *op, const char *type, int dir) 1391pick_arrow_target (object *op, const char *type, int dir)
1472{ 1392{
1473 object *tmp = NULL; 1393 object *tmp = NULL;
1474 maptile *m; 1394 maptile *m;
1491 for (i = 0, found = 0; i < 20; i++) 1411 for (i = 0, found = 0; i < 20; i++)
1492 { 1412 {
1493 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1418 {
1498 tmp = NULL; 1419 tmp = 0;
1499 break; 1420 break;
1500 } 1421 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1423 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1505 */ 1426 */
1506 tmp = NULL; 1427 tmp = 0;
1507 break; 1428 break;
1508 } 1429 }
1430
1509 if (mflags & P_IS_ALIVE) 1431 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1434 break;
1519 }
1520 } 1435 }
1521 if (tmp == NULL) 1436
1437 if (!tmp)
1522 return find_arrow (op, type); 1438 return find_arrow (op, type);
1523 1439
1524 if (tmp->head) 1440 if (tmp->head)
1525 tmp = tmp->head; 1441 tmp = tmp->head;
1526 1442
1539 */ 1455 */
1540int 1456int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1457fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1458{
1543 object *left, *bow; 1459 object *left, *bow;
1544 int bowspeed, mflags; 1460 int mflags;
1545 maptile *m; 1461 maptile *m;
1546 1462
1547 if (!dir) 1463 if (!dir)
1548 { 1464 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1465 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1466 return 0;
1551 } 1467 }
1552 1468
1553 if (op->type == PLAYER) 1469 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1470 bow = op->current_weapon;
1555 else 1471 else
1556 { 1472 {
1557 for (bow = op->inv; bow; bow = bow->below) 1473 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1474 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1475 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1480 if (!bow)
1565 { 1481 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1483 return 0;
1568 } 1484 }
1485
1486 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below)
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1569 } 1492 }
1570 1493
1571 if (!bow->race || !bow->skill) 1494 if (!bow->race || !bow->skill)
1572 { 1495 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1497 return 0;
1575 } 1498 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1499
1586 if (arrow == NULL) 1500 if (arrow == NULL)
1587 { 1501 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1502 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1503 {
1608 } 1522 }
1609 1523
1610 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1525 if (arrow->nrof == 0)
1612 { 1526 {
1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1528 arrow->destroy ();
1614 return 0; 1529 return 0;
1615 } 1530 }
1616 1531
1617 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1533 arrow = arrow->split ();
1619 if (!arrow) 1534 if (!arrow)
1620 { 1535 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1537 return 0;
1623 } 1538 }
1624 1539
1625 arrow->set_owner (op); 1540 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1541 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1542 arrow->direction = dir;
1628 1543
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1545 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1546 arrow->stats.grace = arrow->attacktype;
1640 1547
1641 if (arrow->slaying) 1548 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1549 arrow->spellarg = strdup (arrow->slaying);
1643 1550
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1551#if 0
1552 if (player *pl = op->contr)
1553 {
1554 float speed = pl->weapon_sp;
1555
1556 /* penalize ROF for bestarrow */
1557 if (pl->bowtype == bow_bestarrow)
1558 speed *= .9f;
1559 else
1560 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1561
1562 op->speed_left += speed - op->speed;
1563 }
1564#endif
1565
1566 SET_ANIMATION (arrow, arrow->direction);
1645 1567
1646 /* update the speed */ 1568 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1569 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1570 + bow->stats.dam / 7.f;
1649 1571
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1572 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1573 arrow->speed_left = 0;
1652 1574
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1575 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1576
1655 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1656 { 1578 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1579 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1580 wc -= dex_bonus[op->stats.Dex];
1659 1581
1660 if (!arrow->slaying) 1582 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1583 arrow->slaying = op->slaying;
1584
1585 arrow->attacktype |= op->attacktype;
1662 } 1586 }
1663 else 1587 else
1664 { 1588 {
1665 arrow->level = op->level; 1589 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1590 arrow->stats.wc -= bow->magic;
1667 1591
1668 if (!arrow->slaying) 1592 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1593 arrow->slaying = bow->slaying;
1670 }
1671 1594
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1595 arrow->attacktype |= bow->attacktype;
1596 }
1675 1597
1598 wc -= arrow->level;
1599 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1600
1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1604
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1606 m->insert (arrow, sx, sy, op);
1681 1607
1682 if (!arrow->destroyed ()) 1608 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1609 move_arrow (arrow);
1684
1685 if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_send_item (op, left);
1691 }
1692 1610
1693 return 1; 1611 return 1;
1694} 1612}
1695 1613
1696/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1701 * hence the function name. 1619 * hence the function name.
1702 */ 1620 */
1703int 1621int
1704player_fire_bow (object *op, int dir) 1622player_fire_bow (object *op, int dir)
1705{ 1623{
1706 int ret = 0, wcmod = 0; 1624 int ret;
1707 1625
1708 if (op->contr->bowtype == bow_bestarrow) 1626 if (op->contr->bowtype == bow_bestarrow)
1709 { 1627 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1629 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1631 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1632 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1715 wcmod = -1;
1716
1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1718 } 1634 }
1719 else if (op->contr->bowtype == bow_threewide) 1635 else if (op->contr->bowtype == bow_threewide)
1720 { 1636 {
1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1638 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 } 1640 }
1725 else if (op->contr->bowtype == bow_spreadshot) 1641 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1642 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1643 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1644 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1646 }
1732 else 1647 else
1733 { 1648 {
1734 /* Simple case */ 1649 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1650 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1651 }
1652
1737 return ret; 1653 return ret;
1738} 1654}
1739
1740 1655
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1656/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1657 * Broken apart from 'fire' to keep it more readable.
1743 */ 1658 */
1744void 1659void
1745fire_misc_object (object *op, int dir) 1660fire_misc_object (object *op, int dir)
1746{ 1661{
1747 object *item; 1662 object *item = op->contr->ranged_ob;
1748 1663
1749 if (!op->contr->ranges[range_misc]) 1664 if (!item)
1750 { 1665 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1667 return;
1753 } 1668 }
1754 1669
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1670 if (!item->inv)
1757 { 1671 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1672 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1673 return;
1760 } 1674 }
1675
1676 if (!op->change_weapon (item))
1677 return;
1678
1761 if (item->type == WAND) 1679 if (item->type == WAND)
1762 { 1680 {
1763 if (item->stats.food <= 0) 1681 if (item->stats.food <= 0)
1764 { 1682 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1683 op->contr->play_sound (sound_find ("wand_poof"));
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1685
1767 return; 1686 return;
1768 } 1687 }
1769 } 1688 }
1770 else if (item->type == ROD || item->type == HORN) 1689 else if (item->type == ROD || item->type == HORN)
1771 { 1690 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1773 { 1696 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1697 op->contr->play_sound (sound_find ("wand_poof"));
1698
1775 if (item->type == ROD) 1699 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1701 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1703
1779 return; 1704 return;
1780 } 1705 }
1781 } 1706 }
1782 1707
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1708 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1709 {
1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
1786 if (item->type == WAND) 1712 if (item->type == WAND)
1787 { 1713 {
1788 if (!(--item->stats.food)) 1714 if (!(--item->stats.food))
1789 { 1715 {
1790 object *tmp; 1716 object *tmp;
1791 1717
1792 if (item->arch) 1718 if (item->arch)
1793 { 1719 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1720 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1721 item->face = item->arch->face;
1796 item->set_speed (0); 1722 item->set_speed (0);
1797 } 1723 }
1798 1724
1799 if ((tmp = item->in_player ())) 1725 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1726 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1727 }
1802 } 1728 }
1803 else if (item->type == ROD || item->type == HORN) 1729 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1730 drain_rod_charge (item);
1805 } 1731 }
1806} 1732}
1807 1733
1808/* Received a fire command for the player - go and do it. 1734/* Received a fire command for the player - go and do it.
1809 */ 1735 */
1810void 1736bool
1811fire (object *op, int dir) 1737fire (object *op, int dir)
1812{ 1738{
1813 int spellcost = 0; 1739 int spellcost = 0;
1740
1741 player *pl = op->contr;
1742
1743 if (pl->golem)
1744 {
1745 control_golem (op->contr->golem, dir);
1746 return false;
1747 }
1748
1749 object *ob = pl->ranged_ob;
1750
1751 if (!ob)
1752 return false;
1753
1754 if (op->speed_left > 0.f)
1755 --op->speed_left;
1756 else
1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
1814 1761
1815 /* check for loss of invisiblity/hide */ 1762 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
1817 make_visible (op); 1764 make_visible (op);
1818 1765
1819 switch (op->contr->shoottype) 1766 switch (ob->type)
1820 { 1767 {
1821 case range_none: 1768 case BOW:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir); 1769 player_fire_bow (op, dir);
1826 return; 1770 break;
1827 1771
1828 case range_magic: /* Casting spells */ 1772 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1774 break;
1831 1775
1832 case range_misc: 1776 case BUILDER:
1777 apply_map_builder (op, dir);
1778 break;
1779
1780 case SKILL:
1781 do_skill (op, op, ob, dir, 0);
1782 break;
1783
1784 default:
1833 fire_misc_object (op, dir); 1785 fire_misc_object (op, dir);
1834 return; 1786 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1787 }
1788
1789 return true;
1858} 1790}
1859 1791
1860/* find_key 1792/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1793 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1881 * 0 otherwise
1950 */ 1882 */
1951static int 1883static int
1952player_attack_door (object *op, object *door) 1884player_attack_door (object *op, object *door)
1953{ 1885{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1886 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1887 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1888 * otherwise, we fall through to the rest of the code.
1957 */ 1889 */
1958 object *key = find_key (op, op, door); 1890 object *key = find_key (op, op, door);
1959 1891
1960 /* IF we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
1961 if (key) 1893 if (key)
1962 { 1894 {
1963 object *container = key->env; 1895 object *container = key->env;
1964 1896
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1897 if (action_makes_visible (op))
1967 make_visible (op); 1898 make_visible (op);
1899
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1901 spring_trap (door->inv, op);
1970 1902
1971 if (door->type == DOOR) 1903 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 else if (door->type == LOCKED_DOOR) 1905 else if (door->type == LOCKED_DOOR)
1974 { 1906 {
1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1909 }
1978 1910
1979 /* Do this after we print the message */ 1911 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1912 key->decrease (); /* Use up one of the keys */
1981 /* Need to update the weight the container the key was in */
1982 if (container != op)
1983 esrv_update_item (UPD_WEIGHT, op, container);
1984 1913
1985 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
1986 } 1915 }
1987 else if (door->type == LOCKED_DOOR) 1916 else if (door->type == LOCKED_DOOR)
1988 { 1917 {
1989 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1991 return 1; 1920 return 1;
1992 } 1921 }
1993 1922
1994 return 0; 1923 return 0;
1995} 1924}
1998 * It should keep the code cleaner. 1927 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1928 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1929 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1930 * going to try and move (not fire weapons).
2002 */ 1931 */
2003void 1932bool
2004move_player_attack (object *op, int dir) 1933move_player_attack (object *op, int dir)
2005{ 1934{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 1935 int on_battleground;
2009 maptile *m;
2010 1936
2011 nx = freearr_x[dir] + op->x; 1937 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 1938 sint16 ny = freearr_y[dir] + op->y;
2013 1939
2014 on_battleground = op_on_battleground (op, 0, 0); 1940 on_battleground = op_on_battleground (op, 0, 0);
1941
1942 if (out_of_map (op->map, nx, ny))
1943 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
2015 1950
2016 /* If braced, or can't move to the square, and it is not out of the 1951 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1952 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1953 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1954 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1955 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1956 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1957 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1958 * move_ob uses.
2024 */ 1959 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1960 maptile *m = op->map->xy_find (nx, ny);
1961
1962 /* Go through all the objects, and find ones of interest. Only stop if
1963 * we find a monster - that is something we know we want to attack.
1964 * if its a door or barrel (can roll) see if there may be monsters
1965 * on the space
1966 */
1967 object *mon;
1968 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1969 {
1970 if ((mon->flag [FLAG_ALIVE]
1971 || mon->type == LOCKED_DOOR
1972 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op)
1974 break;
2026 { 1975 }
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1976
1977 if (!mon) /* This happens anytime the player tries to move */
1978 return false; /* into a wall */
1979
1980 mon = mon->head_ ();
1981
1982 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983 if (op->contr->weapon_sp_left > 0.f)
1984 if (player_attack_door (op, mon))
1985 {
1986 --op->contr->weapon_sp_left;
1987 return true;
2028 { 1988 }
2029 m = op->map->xy_find (nx, ny); 1989
2030 if (!m) 1990 /* The following deals with possibly attacking peaceful
2031 return; /* Don't think this should happen */ 1991 * or friendly creatures. Basically, all players are considered
1992 * unaggressive. If the moving player has peaceful set, then the
1993 * object should be pushed instead of attacked. It is assumed that
1994 * if you are braced, you will not attack friends accidently,
1995 * and thus will not push them.
1996 */
1997
1998 /* If the creature is a pet, push it even if the player is not
1999 * peaceful. Our assumption is the creature is a pet if the
2000 * player owns it and it is either friendly or unagressive.
2001 */
2002 if (op->type == PLAYER
2003 && ((mon->owner && mon->owner->contr
2004 && same_party (mon->owner->contr->party, op->contr->party))
2005 || mon->owner == op)
2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2007 {
2008 /* If we're braced, we don't want to switch places with it */
2009 if (op->contr->braced)
2010 return false;
2011
2012 if (op->speed_left > 0.f)
2013 {
2014 --op->speed_left;
2015
2016 op->play_sound (sound_find ("push_player"));
2017 push_ob (mon, dir, op);
2018
2019 if (action_makes_visible (op))
2020 make_visible (op);
2021
2022 return true;
2032 } 2023 }
2033 else 2024 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return; 2025 return false;
2026 }
2038 2027
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return;
2100
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly 2028 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2029 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2030 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2031 * attack them either.
2113 */ 2032 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2033 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2034 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2035 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2036 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2037 && !on_battleground))
2038 {
2039 if (op->speed_left > 0.f)
2125 { 2040 {
2041 --op->speed_left;
2042
2126 if (!op->contr->braced) 2043 if (!op->contr->braced)
2127 { 2044 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2045 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 2046 push_ob (mon, dir, op);
2130 } 2047 }
2131 else 2048 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2049 op->statusmsg ("You withhold your attack");
2133 2050
2134 if (op->contr->tmp_invis || op->hide) 2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 2052 make_visible (op);
2136 }
2137 2053
2054 return true;
2055 }
2056 }
2138 /* If the object is a boulder or other rollable object, then 2057 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2058 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2059 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061 {
2062 if (op->speed_left > 0.f)
2142 { 2063 {
2064 --op->speed_left;
2065
2143 recursive_roll (mon, dir, op); 2066 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2145 make_visible (op); 2068 make_visible (op);
2146 }
2147 2069
2070 return true;
2071 }
2072 }
2148 /* Any generic living creature. Including things like doors. 2073 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2074 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2075 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2076 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2077 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2078 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2079 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2080 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2081 {
2157 2082 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2083 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2084 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2085
2170 skill_attack (mon, op, 0, 0, 0); 2086 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2087
2186 if (action_makes_visible (op)) 2088 if (action_makes_visible (op))
2187 make_visible (op); 2089 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2090
2192int 2091 return true;
2092 }
2093 }
2094
2095 return false;
2096}
2097
2098bool
2193move_player (object *op, int dir) 2099move_player (object *op, int dir)
2194{ 2100{
2195 int pick; 2101 int pick;
2196 2102
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2103 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2104 return 0;
2199 2105
2200 /* Sanity check: make sure dir is valid */ 2106 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2107 if ((dir < 0) || (dir >= 9))
2202 { 2108 {
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2116
2211 op->facing = dir; 2117 op->facing = dir;
2212 2118
2213 if (op->hide) 2119 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2120 do_hidden_move (op);
2215 2121
2122 bool retval;
2123
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2125 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2126 else if (op->contr->fire_on)
2219 fire (op, dir); 2127 retval = fire (op, dir);
2220 else 2128 else
2221 { 2129 {
2222 move_player_attack (op, dir); 2130 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2131 pick = check_pick (op);
2224 } 2132 }
2225 2133
2226 /* Add special check for newcs players and fire on - this way, the 2134 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2135 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2142 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2143 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2144 * for players.
2237 */ 2145 */
2238 animate_object (op, op->facing); 2146 animate_object (op, op->facing);
2239 return 0; 2147
2148 return retval;
2240} 2149}
2241 2150
2242/* This is similar to handle_player, below, but is only used by the 2151/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2152 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2153 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2154 * the new speed values for commands.
2246 * 2155 *
2247 * Returns true if there are more actions we can do. 2156 * Returns true if there are more actions we can do. Should not do
2157 * many actions in a row, as that would be too unfair to other
2158 * players.
2248 */ 2159 */
2249int 2160bool
2250handle_newcs_player (object *op) 2161handle_newcs_player (object *op)
2251{ 2162{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2163 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2164 {
2254 flee_player (op); 2165 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2166 {
2258 op->speed_left--; 2167 --op->speed_left;
2168 flee_player (op);
2169
2259 return 0; 2170 return true;
2260 } 2171 }
2172 else
2173 return false;
2261 } 2174 }
2262 2175
2263 /* call this here - we also will call this in do_ericserver, but 2176 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2177 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2178 * called, so we recheck it here.
2266 */ 2179 */
2267 if (op->contr->ns->handle_command ()) 2180 if (op->contr->ns->handle_command ())
2268 return 1; 2181 return true;
2269 2182
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2183 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2184 return move_player (op, op->direction);
2282 2185
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2186 return false;
2288} 2187}
2289 2188
2290int 2189int
2291save_life (object *op) 2190save_life (object *op)
2292{ 2191{
2294 return 0; 2193 return 0;
2295 2194
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2197 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2198 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2199 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2302 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count);
2304 2200
2305 tmp->destroy (); 2201 tmp->destroy ();
2306 CLEAR_FLAG (op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307 2203
2308 if (op->stats.hp < 0) 2204 if (op->stats.hp < 0)
2321 return 0; 2217 return 0;
2322} 2218}
2323 2219
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2221 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2222 * function will descend into containers. op is the object to start the search
2327 * from. 2223 * from.
2328 */ 2224 */
2225static void
2226drop_unpaid_items (object *op, object *env)
2227{
2228 while (op)
2229 {
2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231
2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 op->insert_at (env);
2234 else if (op->inv)
2235 drop_unpaid_items (op->inv, env);
2236
2237 op = next;
2238 }
2239}
2240
2329void 2241void
2330remove_unpaid_objects (object *op, object *env) 2242object::drop_unpaid_items ()
2331{ 2243{
2332 while (op) 2244 if (!flag [FLAG_REMOVED])
2333 { 2245 ::drop_unpaid_items (inv, this);
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335
2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2337 {
2338 if (env->type == PLAYER)
2339 esrv_del_item (env->contr, op->count);
2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348} 2246}
2349 2247
2350/* 2248/*
2351 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2353 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2354 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2355 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2356 */ 2254 */
2357char * 2255const char *
2358gravestone_text (object *op) 2256gravestone_text (object *op)
2359{ 2257{
2360 static char buf2[MAX_BUF]; 2258 static dynbuf_text buf;
2361 char buf[MAX_BUF];
2362 time_t now = time (NULL);
2363 2259
2364 strcpy (buf2, " R.I.P.\n\n"); 2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2365 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2264 buf << " the " << op->contr->title;
2367 else
2368 sprintf (buf, "%s\n", &op->name);
2369 2265
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2266 buf << "\n\n";
2371 strcat (buf2, buf); 2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2372 if (op->type == PLAYER) 2272 if (op->type == PLAYER)
2373 sprintf (buf, "who was in level %d when killed\n", op->level); 2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2374 else
2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376 2274
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 if (op->type == PLAYER)
2380 { 2275 {
2381 sprintf (buf, "by %s.\n\n", op->contr->killer); 2276 static char buf2[128];
2382 strncat (buf2, " ", 21 - strlen (buf) / 2); 2277 time_t now = time (NULL);
2383 strcat (buf2, buf);
2384 }
2385
2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2387 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2388 strcat (buf2, buf); 2280 }
2389 2281
2390 return buf2; 2282 return buf;
2391} 2283}
2392 2284
2393void 2285void
2394do_some_living (object *op) 2286do_some_living (object *op)
2395{ 2287{
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2340 else
2449 { 2341 {
2450 gen_grace = op->stats.maxgrace; 2342 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2343 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2344 }
2495 2345
2496 /* Regenerate Grace */ 2346 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2348 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2370 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2371 /* wearing stuff doesn't detract from grace generation. */
2522 } 2372 }
2523 2373
2374 if (op->stats.food > 0)
2375 {
2524 /* Regenerate Hit Points */ 2376 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2377 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2378 {
2529 op->stats.hp++; 2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2380
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.sp < op->stats.maxsp)
2532 { 2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2533 op->stats.food--; 2388 op->stats.food--;
2389
2534 if (op->contr->digestion < 0) 2390 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2391 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2393 op->stats.food = last_food;
2394 }
2538 } 2395 }
2539 }
2540 2396
2541 if (max_hp > 1) 2397 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2398 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2547 op->last_heal = 0; 2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2417 }
2549 else 2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2550 { 2426 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2552 } 2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2452 }
2554 else 2453 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2455 }
2558 } 2456 }
2559 2457
2560 /* Digestion */ 2458 /* Digestion */
2561 if (--op->last_eat < 0) 2459 if (--op->last_eat < 0)
2562 { 2460 {
2563#ifdef COZY_SERVER 2461 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2462 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2463
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2464 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2465
2575 /* dms do not consume food */ 2466 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2468 op->stats.food--;
2578 } 2469 }
2579 2470
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2472 {
2582 object *tmp, *flesh = 0; 2473 object *flesh = 0;
2583 2474
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2475 for_inv_removable (op, tmp)
2585 { 2476 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 { 2481 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2482 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2483 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591 manual_apply (op, tmp, 0); 2484 manual_apply (op, tmp, 0);
2485
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2487 break;
2594 } 2488 }
2595 else if (tmp->type == FLESH) 2489 else if (tmp->type == FLESH)
2596 flesh = tmp; 2490 flesh = tmp;
2597 } /* End if paid for object */ 2491 }
2598 } /* end of for loop */
2599 2492
2600 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead. 2494 * eat flesh instead.
2602 */ 2495 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2497 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 manual_apply (op, flesh, 0); 2500 manual_apply (op, flesh, 0);
2607 } 2501 }
2502
2503 // If player is still starving, alert him!
2504 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! "
2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 }
2508
2509 if (op->stats.food < 0)
2608 } 2510 {
2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2609 2513
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2514 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2612 2520
2521 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2523 kill_player (op);
2615 } 2524 }
2616} 2525}
2617 2526
2621 * file. 2530 * file.
2622 */ 2531 */
2623void 2532void
2624kill_player (object *op) 2533kill_player (object *op)
2625{ 2534{
2535 int x, y;
2626 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2537 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2538 int will_kill_again;
2638 archetype *at; 2539 archetype *at;
2639 object *tmp; 2540 object *tmp;
2640 2541
2641 if (save_life (op)) 2542 if (save_life (op))
2642 return; 2543 return;
2643
2644 2544
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2545 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2546 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2547 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2548 */
2664 { 2564 {
2665 tmp->destroy (); 2565 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2566 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2567 }
2668 2568
2669 cure_disease (op, 0); /* remove any disease */ 2569 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2570 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2571 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2572 op->stats.food = 999;
2673 2573
2674 /* create a bodypart-trophy to make the winner happy */ 2574 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2575 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2576 {
2677 sprintf (buf, "%s's finger", &op->name); 2577 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2578 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n"
2680 " the %s, when he was defeated at\n level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2682 tmp->msg = buf; 2579 tmp->msg = format (
2580 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2581 &op->name, op->contr->title,
2582 (int)op->level,
2583 op->contr->killer_name ()
2584 );
2683 tmp->value = 0, tmp->type = 0; 2585 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2586 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2587 tmp->insert_at (op, tmp);
2686 } 2588 }
2687 2589
2693 2595
2694 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2695 2597
2696 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2697 2599
2698 if (op->stats.food < 0) 2600 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2601
2708 /* save the map location for corpse, gravestone */ 2602 /* save the map location for corpse, gravestone */
2709 x = op->x; 2603 x = op->x;
2710 y = op->y; 2604 y = op->y;
2711 map = op->map; 2605 map = op->map;
2739 2633
2740 lost_a_stat = 0; 2634 lost_a_stat = 0;
2741 2635
2742 for (z = 0; z < num_stats_lose; z++) 2636 for (z = 0; z < num_stats_lose; z++)
2743 { 2637 {
2744 i = RANDOM () % NUM_STATS; 2638 i = rndm (NUM_STATS);
2745 2639
2746 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
2747 { 2641 {
2748 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost. 2643 * what he lost.
2818 lost_a_stat = 1; 2712 lost_a_stat = 1;
2819 } 2713 }
2820 } 2714 }
2821 } 2715 }
2822 } 2716 }
2717
2823 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2719 if (!lost_a_stat)
2825 { 2720 {
2826 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2726 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2832 else 2727 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2834 } 2729 }
2835#else 2730#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2731 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2837#endif 2732#endif
2838 2733
2839 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2735 * exp loss on the stone.
2841 */ 2736 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2843 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2741 &op->name, op->contr->title, op->contr->killer_name ());
2847 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2744
2852 /**************************************/ 2745 /**************************************/
2853 /* */ 2746 /* */
2874 { 2767 {
2875 tmp->destroy (); 2768 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2769 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2770 }
2878 2771
2879 cure_disease (op, 0); /* remove any disease */ 2772 cure_disease (op, 0, 0); /* remove any disease */
2773
2774 // remove all spell effects that are active
2775 // to avoid long-term effects such as word-of-recall
2776 for (object *item = op->inv; item; )
2777 {
2778 object *next = item->below;
2779
2780 if (item->type == SPELL_EFFECT && item->active)
2781 item->destroy ();
2782
2783 item = next;
2784 }
2880 2785
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2786 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2787 apply_death_exp_penalty (op);
2788
2883 if (op->stats.food < 100) 2789 if (op->stats.food < 100)
2884 op->stats.food = 900; 2790 op->stats.food = 900;
2791
2885 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2793 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2794 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2795
2889 /* 2796 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2797 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2798 * and put them back in the map.
2892 */ 2799 */
2893 remove_unpaid_objects (op->inv, op); 2800 op->drop_unpaid_items ();
2894 2801
2895 /****************************************/ 2802 /****************************************/
2896 /* */ 2803 /* */
2897 /* Move player to his current respawn- */ 2804 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2805 /* position (usually last savebed) */
2918 object *force; 2825 object *force;
2919 int at; 2826 int at;
2920 2827
2921 force = get_archetype (FORCE_NAME); 2828 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2829 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2830 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2831 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2832 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2833 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2834 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2835 force->resist[at] = 100;
2929 2836
2930 insert_ob_in_ob (force, op); 2837 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2838 op->update_stats ();
2932
2933 } 2839 }
2934 2840
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2936} 2842}
2937 2843
2957 2863
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2864 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 { 2865 {
2960 if (tmp->nrof > 1) 2866 if (tmp->nrof > 1)
2961 { 2867 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2868 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2870 }
2966 else 2871 else
2967 tmp->destroy (); 2872 tmp->destroy ();
2968 } 2873 }
2979void 2884void
2980fix_weight (void) 2885fix_weight (void)
2981{ 2886{
2982 for_all_players (pl) 2887 for_all_players (pl)
2983 { 2888 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2889 sint32 old = pl->ob->carrying;
2985 2890
2986 if (old == sum) 2891 pl->ob->update_weight ();
2987 continue; 2892
2893 if (old != pl->ob->carrying)
2894 {
2988 pl->ob->update_stats (); 2895 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2896 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2897 }
2990 } 2898 }
2991} 2899}
2992 2900
2993void 2901void
2994fix_luck (void) 2902fix_luck (void)
3036} 2944}
3037 2945
3038void 2946void
3039make_visible (object *op) 2947make_visible (object *op)
3040{ 2948{
3041 op->hide = 0; 2949 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2950 op->invisible = 0;
2951
3043 if (op->type == PLAYER) 2952 if (op->type == PLAYER)
3044 { 2953 {
3045 op->contr->tmp_invis = 0; 2954 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2955 op->contr->invis_race = 0;
3047 } 2956 }
3050} 2959}
3051 2960
3052int 2961int
3053is_true_undead (object *op) 2962is_true_undead (object *op)
3054{ 2963{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2964 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 2965 return 1;
3057 2966
3058 return 0; 2967 return 0;
3059} 2968}
3060 2969
3061/* look at the surrounding terrain to determine 2970/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2971 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2972 * indicate greater hideability.
3064 */ 2973 */
3065
3066int 2974int
3067hideability (object *ob) 2975hideability (object *ob)
3068{ 2976{
3069 int i, level = 0, mflag; 2977 int i, level = 0, mflag;
3070 sint16 x, y; 2978 sint16 x, y;
3071 2979
3072 if (!ob || !ob->map) 2980 if (!ob || !ob->map)
3073 return 0; 2981 return 0;
3074 2982
3075 /* so, on normal lighted maps, its hard to hide */ 2983 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2984 level = ob->map->darklevel () - 2;
3077 2985
3078 /* this also picks up whether the object is glowing. 2986 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not 2987 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */ 2988 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2989 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness)); 2990 level = -(10 + (2 * ob->map->darklevel ()));
3083 2991
3084 /* scan through all nearby squares for terrain to hide in */ 2992 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2993 for (i = 0, x = ob->x, y = ob->y;
2994 i <= SIZEOFFREE1;
2995 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 { 2996 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2997 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2998 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2999 continue;
3091 } 3000
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3001 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3002 level += 2;
3094 else /* open terrain! */ 3003 else /* open terrain! */
3095 level -= 1; 3004 level -= 1;
3096 } 3005 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3013/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3014 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3015 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3016 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3017 */
3109
3110void 3018void
3111do_hidden_move (object *op) 3019do_hidden_move (object *op)
3112{ 3020{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3021 int hide = 0;
3114 object *skop;
3115 3022
3116 if (!op || !op->map) 3023 if (!op || !op->map)
3117 return; 3024 return;
3118 3025
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3026 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3027 int num = random_roll (0, 19, op, PREFER_LOW);
3120 3028
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3029 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on) 3030 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 3031 if (!skop || num >= skop->level)
3124 { 3032 {
3134 num -= hide; 3042 num -= hide;
3135 3043
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3044 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 3045 {
3138 make_visible (op); 3046 make_visible (op);
3047
3139 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3049 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 } 3050 }
3142 else if (op->type == PLAYER && skop) 3051 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3052 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 * object op. This function works fine for monsters, 3105 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 3106 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 3107 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3108 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3109 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3110 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3111 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3112 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 3113 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 3114 * -b.t.
3206 * This function is now map tiling safe. 3115 * This function is now map tiling safe.
3207 */ 3116 */
3208
3209int 3117int
3210player_can_view (object *pl, object *op) 3118player_can_view (object *pl, object *op)
3211{ 3119{
3212 rv_vector rv; 3120 rv_vector rv;
3213 int dx, dy; 3121 int dx, dy;
3225 3133
3226 get_rangevector (pl, op, &rv, 0x1); 3134 get_rangevector (pl, op, &rv, 0x1);
3227 3135
3228 /* starting with the 'head' part, lets loop 3136 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3137 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3138 * part that is in the los array but isn't on
3231 * a blocked los square. 3139 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3140 * we use the archetype to figure out offsets.
3233 */ 3141 */
3234 while (op) 3142 while (op)
3235 { 3143 {
3236 dx = rv.distance_x + op->arch->clone.x; 3144 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3145 dy = rv.distance_y + op->arch->y;
3238 3146
3239 /* only the viewable area the player sees is updated by LOS 3147 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3148 return 1;
3149
3247 op = op->more; 3150 op = op->more;
3248 } 3151 }
3152
3249 return 0; 3153 return 0;
3250} 3154}
3251 3155
3252/* routine for both players and monsters. We call this when 3156/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3157 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3158 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3159 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3160 * return 0.
3257 */ 3161 */
3258int 3162int
3259action_makes_visible (object *op) 3163action_makes_visible (object *op)
3260{ 3164{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3165 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3166 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3167 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3168 {
3169 // artefact invisibility is permanent, but we still make noise
3170 // this is important for game-balance.
3171 if (op->contr)
3172 op->make_noise ();
3173
3265 return 0; 3174 return 0;
3175 }
3266 3176
3267 if (op->contr && op->contr->tmp_invis == 0) 3177 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0; 3178 return 0;
3269 3179
3270 /* If monsters, they should become visible */ 3180 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3272 { 3182 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3274 return 1; 3184 return 1;
3275 } 3185 }
3276 } 3186 }
3187
3277 return 0; 3188 return 0;
3278} 3189}
3279 3190
3280/* op_on_battleground - checks if the given object op (usually 3191/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3192 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3197 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3198 */
3288int 3199int
3289op_on_battleground (object *op, int *x, int *y) 3200op_on_battleground (object *op, int *x, int *y)
3290{ 3201{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3202 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3203 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3204 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3205 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3206 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3207 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3208 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3209 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3211 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3212 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3213 && tmp->type == BATTLEGROUND
3214 && tmp->name == shstr_battleground
3215 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3216 {
3306 /*before we assign the exit, check if this is a teambattle */ 3217 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3218 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3219 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3220 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3221 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3222 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3223 {
3315 if (x != NULL && y != NULL) 3224 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3225 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3226
3317 return 1; 3227 return 1;
3318 } 3228 }
3319 } 3229 }
3320 } 3230 }
3231
3321 if (x != NULL && y != NULL) 3232 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3233 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3234
3323 return 1; 3235 return 1;
3324 } 3236 }
3325 } 3237 }
3326 } 3238 }
3239
3327 /* If we got here, did not find a battleground */ 3240 /* If we got here, did not find a battleground */
3328 return 0; 3241 return 0;
3329} 3242}
3330 3243
3331/* 3244/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3260 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3261 int i = 0, j = 0;
3349 3262
3350 /* get the appropriate treasurelist */ 3263 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3264 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3265 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3266 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3267 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3268 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3269 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3270 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3271 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3272
3360 if (trlist == NULL || who->type != PLAYER) 3273 if (trlist == NULL || who->type != PLAYER)
3361 return; 3274 return;
3362 3275
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3276 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3280 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3281 return;
3369 } 3282 }
3370 3283
3371 /* everything seems okay - now bring on the gift: */ 3284 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3285 item = tr->item;
3373 3286
3374 if (item->type == SPELL) 3287 if (item->type == SPELL)
3375 { 3288 {
3376 if (check_spell_known (who, item->name)) 3289 if (check_spell_known (who, item->name))
3377 return; 3290 return;
3436 { 3349 {
3437 /* forces in the treasurelist can alter the player's stats */ 3350 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3351 object *skin;
3439 3352
3440 /* first get the dragon skin force */ 3353 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3354 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3355 ;
3444 3356
3445 if (!skin) 3357 if (!skin)
3446 return; 3358 return;
3447 3359
3482 else 3394 else
3483 { 3395 {
3484 /* generate misc. treasure */ 3396 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3397 tmp = arch_to_object (tr->item);
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3398 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who); 3399 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 } 3400 }
3491} 3401}
3492 3402
3493/** 3403/**
3494 * Unready an object for a player. This function does nothing if the object was 3404 * Unready an object for a player. This function does nothing if the object was
3495 * not readied. 3405 * not readied.
3496 */ 3406 */
3497void 3407void
3498player_unready_range_ob (player *pl, object *ob) 3408player_unready_range_ob (player *pl, object *ob)
3499{ 3409{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3410 if (pl->ob->current_weapon == ob)
3411 pl->ob->current_weapon = 0;
3412
3413 if (pl->combat_ob == ob)
3414 pl->combat_ob = 0;
3415
3501 if (pl->ranges[i] == ob) 3416 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3417 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3418}
3508 3419
3509sint8 3420sint8
3510player::visibility_at (maptile *map, int x, int y) const 3421player::darkness_at (maptile *map, int x, int y) const
3511{ 3422{
3512 if (!ns) 3423 if (!ns)
3513 return 0; 3424 return LOS_BLOCKED;
3514 3425
3515 int dx, dy; 3426 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3427 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0; 3428 return LOS_BLOCKED;
3518 3429
3519 x += dx - ns->current_x + ns->mapx / 2; 3430 x += dx - ns->current_x;
3520 y += dy - ns->current_y + ns->mapy / 2; 3431 y += dy - ns->current_y;
3521 3432
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y]; 3433 return blocked_los (x, y);
3526} 3434}
3435
3436void
3437player::infobox (const char *title, const char *msg, int color)
3438{
3439 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3440}
3441
3442void
3443player::statusmsg (const char *msg, int color)
3444{
3445 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3446}
3447
3448void
3449player::failmsg (const char *msg, int color)
3450{
3451 play_sound (sound_find ("generic_failure"));
3452 statusmsg (msg, color);
3453}
3454

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